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General Tabletop Discussion
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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7361401" data-attributes="member: 6880599"><p>[MENTION=6919838]5ekyu[/MENTION] </p><p></p><p>First ...wow the condensation just drips off of that last post. Its so full of it that it becomes hard to read but I will try to get to the points.</p><p></p><p>#1-4 your trying to pull cart before the horse. Your asking for answers to questions before the testing to give the answers. I have said and YOU have said it will need to be balanced that is journey not a starting point that is your ending point. You can ask those questions but you need to test to find them. That's why Wizards of the coast uses Unearthed Arcana and play test before printing anything official. You know that. ...so why?... </p><p></p><p>#5 is your real argument and drives everything else you say. The answer you want and are expecting is the dragon should do more damage to the armor. </p><p>"Requirement: Bigger badder more iconicalky tough foes (ancient dragons) should be as dangerous or more (maybe much more) to gear survivability than say a lot of low lufes (say a dozen kobolds)."</p><p>I actually don't think that's true. I just posted this in response to another post so I will quote myself:</p><p></p><p>"I feel like that is double jeopardy on hits because they are already taking hit point damage. Doing it on miss means tracking on or the other so your engaged ether way. If you had a fight against little "minions" there is not lose there if they keep missing adding armor damage mean that gains wear. If you have a powerful boss that never misses then you don't have to worry about your armor but you might die. This means in both situations you have worry and a drain which suites my goal. I could be wrong but I am more for tweaking and fixing this idea before I just through it out. If it doesn't work in the end going to a critical hit system will be my backup."</p><p></p><p>From a design prospective having the minor minions create a drain her and letting stronger enemies be as they are just levels your worry so everything drains you.... This is my "grittier world" goal... So design is fits that. That is my goal and where I am going. I am not lost. I see a path I am just trying watch where I step. So I figure your going go say you don't like that concept next but It is the concept I am aiming for. It also means your argument that at end game it breaks may not be true. So if your complaint is you don't like the concept of "things wear out" and you can't suspend disbelief that a dragon... eh hem ... a dragon can do less damage to armor buy being a more capable at damaging the target without attack just the armor in such a way that it is critical to structure or function... well then we have to did agree to disagree.</p><p></p><p>If you have something constructive as opposed to dismissive I would be happy to hear it. If you have an alternate idea to do roughly the same thing I am aiming for (degrading gear for equipment management and possible situations where once in a while they have to make divisions to acquire lesser version or except a lose somewhere else creating meaningful out of combat planning due to shortage late campaign, likely pushing through enemy territory) then I would be glad to hear it and compare. It might help me improve mine or It might replace mine. If but if your just saying "you need play testing" and "I don't like this style" then ... I mean I am not asking you not to post. Just please more on topic than personal assault please.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7361401, member: 6880599"] [MENTION=6919838]5ekyu[/MENTION] First ...wow the condensation just drips off of that last post. Its so full of it that it becomes hard to read but I will try to get to the points. #1-4 your trying to pull cart before the horse. Your asking for answers to questions before the testing to give the answers. I have said and YOU have said it will need to be balanced that is journey not a starting point that is your ending point. You can ask those questions but you need to test to find them. That's why Wizards of the coast uses Unearthed Arcana and play test before printing anything official. You know that. ...so why?... #5 is your real argument and drives everything else you say. The answer you want and are expecting is the dragon should do more damage to the armor. "Requirement: Bigger badder more iconicalky tough foes (ancient dragons) should be as dangerous or more (maybe much more) to gear survivability than say a lot of low lufes (say a dozen kobolds)." I actually don't think that's true. I just posted this in response to another post so I will quote myself: "I feel like that is double jeopardy on hits because they are already taking hit point damage. Doing it on miss means tracking on or the other so your engaged ether way. If you had a fight against little "minions" there is not lose there if they keep missing adding armor damage mean that gains wear. If you have a powerful boss that never misses then you don't have to worry about your armor but you might die. This means in both situations you have worry and a drain which suites my goal. I could be wrong but I am more for tweaking and fixing this idea before I just through it out. If it doesn't work in the end going to a critical hit system will be my backup." From a design prospective having the minor minions create a drain her and letting stronger enemies be as they are just levels your worry so everything drains you.... This is my "grittier world" goal... So design is fits that. That is my goal and where I am going. I am not lost. I see a path I am just trying watch where I step. So I figure your going go say you don't like that concept next but It is the concept I am aiming for. It also means your argument that at end game it breaks may not be true. So if your complaint is you don't like the concept of "things wear out" and you can't suspend disbelief that a dragon... eh hem ... a dragon can do less damage to armor buy being a more capable at damaging the target without attack just the armor in such a way that it is critical to structure or function... well then we have to did agree to disagree. If you have something constructive as opposed to dismissive I would be happy to hear it. If you have an alternate idea to do roughly the same thing I am aiming for (degrading gear for equipment management and possible situations where once in a while they have to make divisions to acquire lesser version or except a lose somewhere else creating meaningful out of combat planning due to shortage late campaign, likely pushing through enemy territory) then I would be glad to hear it and compare. It might help me improve mine or It might replace mine. If but if your just saying "you need play testing" and "I don't like this style" then ... I mean I am not asking you not to post. Just please more on topic than personal assault please. [/QUOTE]
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Homebrew: Simple Armor durability and degradation rules
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